Portal Rod Portal Sprite cleanup
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@@ -1,4 +1,3 @@
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; =========================================================
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; Portal Sprite
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; =========================================================
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@@ -12,7 +11,7 @@
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!DeathAnimation = 00 ; 00 = normal death, 01 = no death animation
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!ImperviousAll = 00 ; 00 = Can be attack, 01 = attack will clink on it
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!SmallShadow = 00 ; 01 = small shadow, 00 = no shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Shadow = 00 ; 00 = don't draw shadow, 01 = draw a shadow
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!Palette = 00 ; Unused in this Portal (can be 0 to 7)
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!Hitbox = 00 ; 00 to 31, can be viewed in sprite draw tool
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!Persist = 01 ; 01 = your sprite continue to live offscreen
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@@ -34,21 +33,17 @@
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; =========================================================
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; Long Sprite Code
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; Long Sprite Code
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; =========================================================
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Sprite_Portal_Long:
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{
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PHB : PHK : PLB
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JSR Sprite_Portal_Draw ; Call the draw code
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JSL Sprite_CheckActive ; Check if game is not paused
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BCC .SpriteIsNotActive ; Skip Main code is sprite is innactive
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JSR Sprite_Portal_Main ; Call the main sprite code
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.SpriteIsNotActive
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PLB ; Get back the databank we stored previously
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RTL ; Go back to original code
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JSR Sprite_Portal_Draw
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JSL Sprite_CheckActive : BCC .SpriteIsNotActive
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JSR Sprite_Portal_Main
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.SpriteIsNotActive
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PLB
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RTL
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}
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@@ -58,13 +53,11 @@ Sprite_Portal_Long:
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Sprite_Portal_Prep:
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{
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PHB : PHK : PLB
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; Persist outside of camera
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LDA #$00 : STA.w SprDefl, X
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; Persist outside of camera
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LDA #$00 : STA.w SprDefl, X
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LDA.w SprHitbox, X : AND.b #$C0 : STA.w SprHitbox, X
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STZ.w SprTileDie, X
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LDA.b #$FF : STA.w SprBulletproof, X
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PLB
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RTL
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}
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@@ -86,7 +79,7 @@ OrangeSpriteIndex = $7E0633
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BlueSpriteIndex = $7E0632
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; =========================================================
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; Main Sprite Code
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; Main Sprite Code
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; =========================================================
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Sprite_Portal_Main:
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@@ -115,7 +108,6 @@ Sprite_Portal_Main:
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LDA.w SprY, X : STA.w OrangePortal_X
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LDA.w SprX, X : STA.w OrangePortal_Y
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LDA.b #$01 : STA.w SprSubtype, X
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%GotoAction(2)
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RTS
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.BluePortal
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@@ -124,7 +116,7 @@ Sprite_Portal_Main:
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LDA.w SprY, X : STA.w BluePortal_X
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LDA.w SprX, X : STA.w BluePortal_Y
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LDA.b #$02 : STA.w SprSubtype, X
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%GotoAction(1)
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RTS
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}
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@@ -141,8 +133,7 @@ Sprite_Portal_Main:
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LDA.w SprTimerD, X : BNE .NoOverlap
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JSL Link_SetupHitBox
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JSL $0683EA ; Sprite_SetupHitbox_long
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JSL $0683EA ; Sprite_SetupHitbox_long
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JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
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CLC
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@@ -167,21 +158,19 @@ Sprite_Portal_Main:
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CLC
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LDA.w SprTimerD, X : BNE .NoOverlap
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JSL Link_SetupHitBox
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JSL $0683EA ; Sprite_SetupHitbox_long
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JSL $0683EA ; Sprite_SetupHitbox_long
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JSL CheckIfHitBoxesOverlap : BCC .NoOverlap
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CLC
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; JSL $01FF28 ; Player_CacheStatePriorToHandler
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LDA $1B : BEQ .outdoors
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%GotoAction(4) ; OrangePortal_WarpDungeon
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.NoOverlap
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RTS
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%GotoAction(4) ; OrangePortal_WarpDungeon
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.NoOverlap
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RTS
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.outdoors
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%GotoAction(6) ; OrangePortal_WarpOverworld
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RTS
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}
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@@ -198,7 +187,7 @@ Sprite_Portal_Main:
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; LDA $7EC192 : STA $0612
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; LDA $7EC194 : STA $0614
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; LDA $7EC196 : STA $0616
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PHX
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LDA.w OrangeSpriteIndex : TAX
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LDA #$40 : STA.w SprTimerD, X
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@@ -218,12 +207,12 @@ Sprite_Portal_Main:
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LDA $7EC184 : STA $20
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LDA $7EC186 : STA $22
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; Camera Scroll Boundaries
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LDA $7EC188 : STA $0600 ; Small Room North
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; Camera Scroll Boundaries
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LDA $7EC188 : STA $0600 ; Small Room North
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LDA $7EC18A : STA $0604 ; Small Room South
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LDA $7EC18C : STA $0608 ; Small Room West
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LDA $7EC18C : STA $0608 ; Small Room West
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LDA $7EC18E : STA $060C ; Small Room South
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; LDA $7EC190 : STA $0610
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; LDA $7EC190 : STA $0610
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; LDA $7EC192 : STA $0612
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; LDA $7EC194 : STA $0614
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; LDA $7EC196 : STA $0616
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@@ -237,7 +226,6 @@ Sprite_Portal_Main:
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STA.w OrangePortal_X
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PLX
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LDA #$14 : STA $11
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%GotoAction(2) ; Return to OrangePortal
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RTS
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@@ -247,7 +235,7 @@ Sprite_Portal_Main:
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{
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LDA.w OrangePortal_X : STA $20
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LDA.w OrangePortal_Y : STA $22
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LDA $7EC190 : STA $0610
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LDA $7EC190 : STA $0610
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LDA $7EC192 : STA $0612
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LDA $7EC194 : STA $0614
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LDA $7EC196 : STA $0616
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@@ -257,12 +245,10 @@ Sprite_Portal_Main:
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PHX ; Infinite loop prevention protocol
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LDA.w OrangeSpriteIndex : TAX
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LDA #$40 : STA.w SprTimerD, X
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PLX
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LDA #$01 : STA $5D
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;LDA #$2A : STA $11
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;LDA #$2A : STA $11
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%GotoAction(1) ; Return to BluePortal
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RTS
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}
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@@ -271,7 +257,7 @@ Sprite_Portal_Main:
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{
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LDA.w BluePortal_X : STA $20
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LDA.w BluePortal_Y : STA $22
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LDA $7EC190 : STA $0610
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LDA $7EC190 : STA $0610
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LDA $7EC192 : STA $0612
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LDA $7EC194 : STA $0614
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LDA $7EC196 : STA $0616
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@@ -294,13 +280,13 @@ Sprite_Portal_Main:
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CheckForDismissPortal:
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{
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LDA $06FE : CMP.b #$02 : BCC .return
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LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
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LDA $7E0FA6 : BEQ .DespawnOrange ; Check what portal is spawning next
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PHX
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LDA.w BlueSpriteIndex : TAX
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STZ.w SprState, X
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DEC.w $06FE
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PLX
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.DespawnOrange
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.DespawnOrange
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PHX
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LDA.w OrangeSpriteIndex : TAX
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STZ.w SprState, X
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@@ -320,14 +306,14 @@ RejectOnTileCollision:
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; Fetch tile attributes based on current coordinates
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LDA.b #$00 : JSL Sprite_GetTileAttr
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; Load the tile index
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; Load the tile index
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LDA $0FA5 : CLC : CMP.b #$00 : BEQ .not_out_of_bounds
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CMP.b #$48 : BEQ .not_out_of_bounds
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; Clear the sprite and make an error sound
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; Clear the sprite and make an error sound
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LDA #$3C ; SFX2.3C Error beep
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STA $012E ; Queue sound effect
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STA $012E ; Queue sound effect
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LDA #$00 : STA.w SprState, X
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DEC $06FE
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@@ -355,7 +341,7 @@ Sprite_Portal_Draw:
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.nextTile
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PHX ; Save current Tile Index?
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TXA : CLC : ADC $06 ; Add Animation Index Offset
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PHA ; Keep the value with animation index offset?
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@@ -382,14 +368,14 @@ Sprite_Portal_Draw:
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INY
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LDA .properties, X : STA ($90), Y
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PHY
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PHY
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TYA : LSR #2 : TAY
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LDA.b #$02 : ORA $0F : STA ($92), Y ; store size in oam buffer
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PLY : INY
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PLX : DEX : BPL .nextTile
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PLX
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@@ -397,7 +383,7 @@ Sprite_Portal_Draw:
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RTS
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; Draw Data
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; Draw Data
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.start_index
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db $00, $01, $02, $03
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@@ -424,4 +410,3 @@ Sprite_Portal_Draw:
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db $22
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db $62
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}
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